Author Topic: HOUSE RULES: General House Rules & Clarifications  (Read 2040 times)

Offline Raven

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HOUSE RULES: General House Rules & Clarifications
« on: November 09, 2019, 21:02:50 PM »
These rules ovewrite the ingame /help menu as well as the books and take top priority. Additionally, you can check your race specific rules here:

  • Damage Nets: The successes for a damage roll carry over entirely. You don't need to substract one from the attack nets.

  • Tresholds: The maximum difficulty that may be rolled for any given action is 9. If the difficulty exceeds 10, tresholds from Mage: The Ascension apply for everyone and everything.
    Spoiler for Tresholds Mechanics:
    If the difficulty of a roll is higher than 10, the maximum is set to 9, but for each difficulty point above 10 you will lose 1 success on the roll. For example, casting a very complicated ritual in strenuous situations might call for a difficulty 13 roll. (13-9=4). This means that your roll is made at a difficulty of 9, with a treshold of 4. You will need to get a minimum of 5 successes for the ritual to be considered an abyssimal success. 6 successes will count as though you had 2, and so on.

  • Joint Lock: The second roll for Damage is rolled at Difficulty 6. Net successes do not carry over to the damage roll. You only roll Dexterity + Martial arts 6.

  • Martial Arts Styles: You can only choose moves partaining to either the Hard or Soft style. You cannot have Martial Arts above 3 dots and Dirty Fighting Maneuvers on the same character.

  • Specialties: Players are limited to three *combat trait specialties. The change is not retroactive.
  • Combat Trait Specialty - Any specialty that will give you the upper hand in a combat, that also means for traits like Stealth, Intimidation, that are used in combat in one way or another are considered a Combat Trait Specialty. If you intend to get a Specialty that will buff a specific Supernatural or mundane action that can and will be used in combat it will be considered as a Combat Trait Specialty. Ultimately, it is up to the Moderator whether it is acceptable or not.

  • Advantages:
    Lucky Merit can be used 3 times per IC month.
    Fair Glabro Merit's cost has been raised from 2 to 5.
    Infertile Vitae Flaw's cost has been reduced from 5 to 1.
    Silence Merit's cost has been raised from 1 to 3.
    Crack Shot Merit's cost has been raised from 2 to 3.
    Deceptive Aura Merit's cost has been raised from 1 to 3 for Abomination characters. (Humanity rating is still taken in consideration for any character applying for this Merit.)
    Firearms License Merit's cost is 2 no matter what game line your character belongs to. You may opt to get certification background instead as it serves a similar purpose.
    Self-Confident may only be used three times per IC hour.

    We follow the strict code of the Great Index update, you may not apply for things outside your race books. For more information check the thread out -

  • Turn-based powers: Powers that have Turns as the specified duration are treated as 1 turn = 10 IC minutes when outside of combat. When entering combat, substract 1 effective turn for every 10 minutes spent before initiative is rolled. 

  • Desperate Defense: You can perform Blocks, Parries and Dodges in your desperate defense mode.

  • Soaking: Humans, Hunters, Mages, etc can soak Stamina at a difficulty of 8 by default. Creatures with supernatural bodies such as Werewolves and Demons can soak lethal even in their breed/human forms, at the normal difficulty.

  • Grapples:Grapples will follow the custom system devised in May 2019 in MPRP.
    If the attacker grapples a victim successfully, they engage in a contest of raw Strength.
    The attacker adds his Maneuver Successes to a Strength (difficulty 6) roll against the defender, who also rolls Strength (difficulty 6).
    If the defender declared a deliberate action to break free, he may roll it: Strength + Brawl, normal difficulty. The successes are added against the grappler's Strength (difficulty 6 for both) roll.

    Multiple Celerity and Rage actions may be declared to break free, in each case you continue to roll until you break free.

    New (!) At the storyteller's discretion, certain people/creatures cannot be grappled at all. If the disparity in Strength between an attacker and a defender is greater than 7 dots, assume they cannot be held at all. The same applies to creatures with multiple limbs (i.e. Ananasi) or large predators (i.e. Rhinocerus).

    Clinches allow a target to be damaged in the second turn after being grappled. You are not able to immediately roll damage upon a successful clinch. Net successes do not carry over to the damage roll on clinches nor on Joint Lock.

    Breaking Free is not considered a defensive maneuver. It does not bypass the Initiative order, BUT you can roll Willpower 6 or cancel a pre-existent action in favor of breaking free. You can also use extra actions to do so, but again - they happen on the regular order.

    Letting go does not take an action, but follows the initiative order and must be declared accordingly.

  • Changing Targets: Changing targets in combat is only possible under dramatic circumstances or with the allowance of a storyteller. You can't change targets at will. If the criteria fits, you can roll Willpower (difficulty 6) to change your target. The subsequent attack is done at a +1 difficulty penalty.

    Circumstances that allow you to change targets imply something like: the target cannot be reached anymore (ward, teleportation, flight, etc),  or something obstructs your way to it. A grenade tossed at the feet at someone you're about to claw may prompt you to choose someone else and not get caught up in the crossfires.

  • Stuns: Humans, Changelings, Mages, Hunters, Ghouls, Numina Users and so on are stunned when the damage they receive in a single hit equals or exceeds their Stamina rating.
    Werewolves, Vampires, Fera, Demons (both forms) and other beings with innately supernatural bodies are stunned when the damage received in a single hit equals or exceeds their Stamina + 2 rating.

  • |(!) - REVISED|Shields: A deployed shield adds to the opponent's frontal attack difficulties when trying to go around it, effectively acting as cover. Assuming your character can move freely, directing a shield to face someone is reflexive and does not cost an action or require higher initiative.

     Alternatively, the enemy can direct an attack /through/ the shield, at a regular difficulty. In that case, reduce the damage nets by 1 for each rating point in your shield's Durability. Any additional damage carries over and must be soaked normally.  Should the damage exceed triple the shield's rating, it is rendered null for the rest of the story* or until repaired.

     If you use a Block maneuver against direct attacks, you can redirect blows without damage to yourself or to your shield on a success. If the enemy succeeds, apply damage to your shield or to your character (depending on what they were targetting).

    *Story refers to the end of your conflict with the opposite character.


  • Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). This penalty applies if you declare actions against more than 1 character, or if more than 1 character declares actions against you. If you spin around the battlefield and attack 5 enemies in 1 turn, even if you use Celerity - you must add the penalty. In large but even group fights, provided there is mutual agreement - the penalties may be skipped. Counting moves in a clusterfuck is not a good idea.

  • Tasers: Electrical taser weapons inflict 5 bashing damage by default. This damage is static. It isn't rolled and nets do not increase the damage. The users soak normally. For each unsoaked level of damage they reduce their dicepool in subsequent turns by -2. If the soak roll fails, they are stunned for a turn, and receive the -2 dice penalty for 5 turns. If the Stamina roll botches, they are stunned for 5 turns or 5 minutes if combat is over. 

  • Touch Based Powers: Supernatural powers that require touch as a basis of activation (Lore of the Flesh, Thaumaturgy, etc) require only one action, but you make two rolls. One to touch (but never damage) the opponent, via Dexterity + Brawl/Martial Arts, and the power roll itself. Enemies can dodge normally.

  • Dodging Bullets: You can dodge bullets with a normal Dexterity + Dodge/Athletics roll at difficulty 9. This difficulty is static and can never be lowered by any means.

  • Ambush Mechanics: There are several powers that benefit a would be ambusher in certain situations. Though things like Obfuscate are meant to give a clear advantage against a defender, often in the form of an automatic ambush - that should not be the case. The same goes for sniper ambushes. Ranged ambushes are rolled with a Wits + Stealth dicepool instead of Dexterity.

     Snipers preparing an ambush will require a NPC placeholder in the position they are sniping from. When setting up your den, /cnpc 0 Sniper_[your unique ID]. Players will be able to interact with you until you move on from the area. Ambushes that do not have an NPC spawned in will be deemed illegitimate.
    Spoiler for Elaboration:
    * Powers:
    Things such as Invisibility, Obfuscate and other powers will contribute by reducing the Stealth difficulty of the player (to a minimum of 3), or by adding extra dice.
    > Obfuscated players add their Discipline rating as extra dice when ambushing.
    > True Invisibility powers benefit the user in a reduction of the ambush difficulty by 3.
    > Powers like Blur of the Milky Way increase the Perception difficulty instead, and as such do not provide other bonuses.

    * Camouflage:
    Players using camouflaged suits in a forest environment, or black clothes at night - may benefit additionally from a reduction of stealth difficulty. Though this is normally added in the details of the item, if it isn't - assume that proper camouflage can grant the ambusher anywhere from 1 to 2 extra dice on the roll.

    * Ranged Ambushes:
    Any attack initiated from beyond 20 yards follows these mechanics.

    The roll for sniper ambushes is Wits + Stealth, rather than Dexterity + Stealth. It encompasses your ability to pick an inconspicuous spot, as opposed to maneuvering around your target's field of view in your approach or launching quick attacks.

    This is the complicated part. Ranged ambushes do not benefit from dexterity and sneakiness as much, but rather concealment in advance. There are three modifiers to pay attention to. Weather/camouflage/cover, distance and line of sight.

    > Every 100 yards of distance between the ambusher and the target results in a +1 difficulty of detection for the defender.
    > During the night, fog, or other severe conditions where visibility is lower - the defender suffers from a +1 or +2 difficulty of detection. Keep in mind that these conditions may impair the attacker as well.
    > If the target is not facing the hiding location of the sniper at the moment of attack, increase the difficulty by an additional +2. After all, how would you know you're about to be shot from behind unless you had danger sense?
    > Camouflage works the same as normal ambushes, by providing from 1 to 2 extra dice on the Stealth roll.
    > Taking Cover provides a benefit to the user in the form of a difficulty reduction on the Stealth roll. Half covers results in -1, where as taking a prone position gives the user -2.

    (Note that standing up from proned position may take an action.)

    Important: The ranged ambush roll is made at the time when you set your sights on the target and intend to fire, not after you've pre-charged your shot or aimed for several turns.
    Ranged ambushes do not benefit from extra dice on the attack roll, instead each success that you have over your opponent's is a turn in which you can hone in your aim.

    If the Sniper scored 4 successes on the W/S roll, and the defender scored 2 on the P/A roll, then the sniper enjoys 2 extra turns, just enough for him to use his Sniper scope to aim in and get a -2 difficulty on the main shot.

    Important Sidenote: Having been sniped, especially with a silencer - the defender may not automatically know where he was shot from. In cases where the initial ambush failed, the defender may roll a reflexive Perception Alertness roll, at difficulty -3 of the previous one given their alertness state. This is contested by the Wits + Stealth roll. If the defender fails to score more successes, then he does not know where he was shot from. The second roll may reach the difficulty of 2 to spot the ambusher. Loud guns are easier to trace, so reduce the difficulty by -4 overall.

    You can still run away and hope you escape their line of sight, but if you wish to take actions against the ambusher - a successful roll to detect them is required.

  • Danger Sense: The Danger Sense merit or effect requires a succesful Perception + Alertness roll.
    Spoiler for Elaboration:
    This roll is reflexive and can only be performed once. Willpower may not be spent on it.
    In case of ranged ambushes, this is done before the player is being aimed at.
    Danger Sense also applies to regular premeditated attacks, but not spontaneous combat.
    Walking over to someone and rolling Initiative will let them try and pre-empt the threat, possible preparing beforehand. Insulting someone and having them punch you a second thereafter in the face - does not.

    If the attacker is unaware the defender possesses the merit, their attack will be rolled back by a number of turns which allow the defender to prepare accordingly.

    Enhanced Senses do not lower the difficulty of this. Auspex offers a premonition system and at the storyteller's discretion may stack to offer extra dice. In such cases, add Auspex to your dicepool.

    The difficulty of the roll depends on the nature and closeness of the threat.
    • difficulty 5 - The attacker is within 5 yards and lunging at your character with a drawn weapon.
    • difficulty 6 - The attacker is within close proximity but has not yet shown any signs of aggressiveness.
    • difficulty 7 - The attacker is employing ranged attacks against your character. (I.E. thrown knives, guns)
    • difficulty 8 - The attacker is far away (100 yards or more) and employing a sniper.
    • difficulty 9 - The attacker is using magic, explosives or other subtle means of attack that may not be easily discovered.
    Note that the Storyteller may increase or lower the difficulty as they see fit.

    The effect of your Danger Sense is determined by the number of successes rolled.
    • Failure - The defender remains unaware of an impeding attack. Roll Ambush normally.
    • 1 successes - The defender is immediately alert, and may defend themselves. You don't need to beat the enemy's successes to be able to react. You also gain a general direction of where the impeding danger might originate. (South/North/East/West/Above/Below)
    • 2 successes - The defender is immediately alert and may act fully. This calls for an Initiative roll. You gain an accurate assesment of the threat's direction and distance.
    • 3 successes - The defender is made aware of the impeding threat and gains a free turn to act before it comes to pass.
    • 4 successes - The defender can now distinguish the general nature of the threat.
    • 5 successes - The defender gains two turns in which they can prepare to deal with the threat or find ways to avoid it alltogether.
    • 6 successes+ The defender reaches a higher state of alertness for the scene. They can no longer be ambushed and no threats will elude them. Each attempt counts as though they scored 5 successes. Additionally, each 2 successes after the fifth will add 1 turn in which they may prepare a response.

  • Telekinetic abilities: Be it Psychokinesis, Telekinesis or Movement of The Mind, the following rules will be adopted for a global crossover system.
    Spoiler for Hiden:
    Duration : The player first performs an activation roll which determines the duration wherein they can enforce control over an object. Entities other than inanimate objects are held for 1 turn per success. Inanimate objects can be held under passive control for an entire scene if 5 or more successes are achieved.

    Focus : A player needs to dedicate themselves entirely to controlling an object or entity throughout the process. They may talk normally, but are otherwise unable to split their dicepools or use extra actions. The only workaround is with Dual Thought - however - averting your gaze or losing track of your object in heated combat will still break your focus.

    Battle of Wills : After activation, an immediate and reflexive Willpower (difficulty 6) is made for each opponent. If the victim fails, they are subjected to the caster's control. Very elaborate actions are improbable (such as aiming at someone else and pulling the trigger), but you can halt them in their tracks.
    If the victim succeeds, they shake off the control for that specific turn. However, a new check is made in the following turn so long as the caster maintined focus throughout the entire turn. The Battle of Wills check is made reflexively at the start of each turn, BEFORE initiative is rolled.

    Strength : When determing the damage rate, disarm resistance and other aspects where Strength may be a factor, use the caster's used Path Rating as the equivalent. As suggested in Hunter's Hunted II, the caster can determine the velocity of the item at will. The damage levels are based on the rating of the path used and are automatic. The item thrown determines the type of damage. Net successes and targetting modifiers are then rolled separately for additional damage.
    [!] You cannot use telekinetic force to directly damage an item within your control by crushing it. You can throw a boulder at a wall, resulting in its destruction, but you cannot dismantle it with your sheer will alone. In much the same fashion, you can throw a living target against a wall to incur damage, but you cannot directly subject them to damage from outside pressure.

    Aiming : Attacks directed by this power are faciliated by the user's mind, and act as homing attacks. That being said, they can be dodged if the defender scores a number of successes greater than the user's attack. The difficulty is 6 by default.
    Throwing a projectile employs your path activation successes as the Dexterity + Athletics pool. The difficulty is 9 - the path rating you possess in telekinesis. A well endowed psychic with rank 5 will therefore hone their attacks at difficulty 4.

    Levitation : You may float yourself at a speed equaling your own running speed, regardless of the weight you possess. Carrying someone with you - on the other hand - will reduce the speed dramatically.

    Velocity : The speed and range at which you can move objects is dependent on your currently used path rating. Depending on your rank, you can move objects with the following speed in any given turn:
    1 - 5 + Wits / yards
    2 - 7 + Wits / yards
    3 - 9 + Wits / yards
    4 - 11 + Wits / yards
    5 - 13 + Wits / yards

    Fluff Control : Numina do not need to spend a Willpower point, nor do vampires require to roll when controlling simple objects, such as lifting a coin or levitating a pack of cigarettes to someone. This restriction is gone if the task at hand is a dramatic one and can affect the chronicle progression in any way. Lifting someone's keys from the nearby table and bring them subtly in your hand will still require a roll.

    Multiple Objects : You may control multiple objects, but this is merely fluff and gives you no mechanical advantage. You can lift and throw multiple pebbles, or animate several floating tomahawks - however only a single damage check is made for all of them, and dodging 1 knife is no more difficult than dodging 8. Assume that you can control one object per your Willpower rating, HOWEVER they must be symbolically linked. You could lift a bunch of nails or rocks, but you can not throw a wooden pole, a car tire and also a nearby dog at someone.

    Weight : Assume that you require a given level to carry specific objects or people.
    • One pound/one-half kilogram
    •• 20 pounds/10 kilograms
    ••• 200 pounds/100 kilograms
    •••• 500 pounds/250 kilograms
    ••••• 1,000 pounds/500 kilograms

« Last Edit: February 12, 2021, 21:31:00 PM by Raven »

Offline Raven

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #1 on: January 19, 2021, 10:21:01 AM »
Revised telekinesis
Attacks are no longer automatic successes on targetting others
Damage now benefits from net succeesses on top of the automatic dmg from path rating
Difficulty of attack depends on user's proficiency

Offline Raven

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Re: HOUSE RULES: General House Rules & Clarifications
« Reply #2 on: February 12, 2021, 21:41:33 PM »
Expertimenting with a significant nerf to Shields (and soon possibly armor as well)

Shields are now no longer an impenetrable wall of protection that can be easily cheesed. If someone strikes you through them, their rating will count as automatic soak. If the damage is TRIPLE your shield's rating, it will break until the end of the story and cannot be reused.

For example:
Tychus Rodriguez can either cut off someone's legs at difficulty +2, trying to go under their wooden shield - OR he can simply send that Strength 10 Potence 5 hit directly into your shield - smashing it to pieces. Assuming a metal shield's durability is 4, if Tychus does more than 12 levels of damage, it simply "breaks". Since items cost a fortune in vwh's economy, you won't need to discard them - but you will still be unable to use them in that conflict unless repaired.

Likewise, this applies to ranged attacks. They can either try to hit your pinky toes at +2 diff to bypass your ballistic shield, or they can shoot through it and hope they can blast past it. A plexiglass riotshield grants you 5 automatic soak, after which the remaining damage must be soaked normally. If more than 15 levels are dealt, it leaves a gaping hole in your defenses.